(This article may be found at http://www.combatsim.com/htm/2000/09/stk_eaw_new)

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Page 19

MarkShot's STK/EAW Guide
By Mark "MarkShot" Kratzer


Table Of Contents Download/Print PDF Version



Sustained Turn
Overshoots in sustained turns which are generally level are fairly easy to address. You face two big risks here.


  • Your opponent could turn inside you and get on your six for the shot.
  • You could black out and loose situational awareness.

The proper way to address this situation is to convert your level turn into a high yo-yo. So, you make your flat turn into a climbing turn. The steepness will be determined by just how much you are above corner speed. When your speed bleeds off and you are turning well, it is time to roll your nose downward and back towards your opponent. By doing this you should have maintained your position.

Another option which you can pursue is that when you reach the altitude that puts you at corner speed is to proceed to turn level. Your opponent will be inclined to try to turn into you and up, this will put him at a maneuverability disadvantage.

In the case where your opponent is spiraling sharply down, a high yo-yo will not be sufficient. On the other hand, it is very important to realize that in order for your opponent to effectively put you at an angles disadvantage in a spiral down, he has probably chopped the throttle. This mean that he has greatly sacrificed energy. You should go steeply vertical and evaluate the situation. If your opponent comes back at you, then you should be able to maneuver for a shot having retained your energy. If you opponent stays low, you should be able to use the separation to maneuver onto his rear quarter.


Straight In and Diving Overshoots
In both cases, the first thing to do is not simply fly along straight and expose yourself to a shot. Begin to break left or right. The second thing to do is to begin to climb as quickly as possible while continuing to turn.


Handling Extensions
There are two forms of extensions: horizontal and vertical extensions.


Horizontal Extensions
Horizontal extensions basically amount to an opponent getting enough separation that he can turn back in towards you and go nose-to-nose. There are primarily two situations that occur.

  • He may reverse at considerable distance (4,000'- 8000') and come back at you. This can generally be treated as a co-altitude merge which has been covered already.
  • He may reverse at a close distance (3'000'-6,000') and come back at you usually by coming over the top of an Immelman. Generally, those who do this tend to chop the throttle as soon as the pull up. Your opponents goal is to turn more tightly (being more maneuverable) and blast you upon his return or turn inside you in one or two subsequent turns. You can see this coming by watching his speed in the loop from your HUD. It will fall off at a much greater rate than it normally would. So, you have him dumping energy and going for angles. Your strategy is to simply avoid the forward quarter shot, go up, and play an energy fight.


Vertical Extensions

During a vertical extension, you either have the energy to follow your opponent or you do not. If you do not, then you want to make sure that you do not end up with your nose above the horizon and too slow to maneuver (less than 200mph). It is better to let your opponent get away from you than make yourself an easy target. You become an easy target when you do not have enough speed to maneuver; and especially when your nose is pointed up, since it takes time and bleeds further airspeed to get it pointed down.

 



© This STK/EAW Guide is Copyright 2000 Mark Kratzer. All Rights Reserved.

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(This article may be found at http://www.combatsim.com/htm/2000/09/stk_eaw_new)